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I was considering this with two engines and 40 spearmen. Give a baby vamp beast magic and you have 40 str 4 toughness 4 attacks. The problem is they are WS 2 which means you need 5s to hit most things and 6s against nurgle.
Now you could do the same job with 30 or 40 ghouls at strength 4...
I must say I have been having the same problem with dice rolls and my combat lord.
Im thinking of going magic build with two mortise engines ghouls, horrors, gheists, with 2 hero vamps with signature spell beast magic. Manfred would lead the army.
The unit champion is the only one who can be attacked. So when the unit scores wounds the maximum they can get in that turn is 3 because it don't carry over to the regular troopers. This leaves you with 7 attacks and one stomp to return with. The lack of the ability to score significant combat...
I seen a similar legal build on a disk. You cant bring multiple characters against him because he always challenges so im thinking of putting my VL in base to base with the OTS and then duel TG scream him.
In tournament play I use two units of these. Three models each with a champion.
I do conga line them and I do not face them backwards but I keep them within the Generals presence.
The reason I do this is because I charge wizard bunkers and use all the attacks to kill the wizard. This...
@Johnny
nothing comped.
The tournament also allows for 1000pt of your list to be swappable. So basically 1400pt of your list is always the same with a 1000pt side board for a total of 2400pt on the battle.
Wizard hunting with varg darts might be a good option. Then if Im faced with a Ogre gut...
Ohh lol i miss understood johnny
I thought you were talking about Varghiests.
Ya that makes allot more sense now lol.
Its just the tournament I been tweaking this list for also scores you by how many points in your list you loose as well.
The entire tourney has a complex scoring system...
My metta contains allot of High Elves with frost phoenixes. So i feel CH are out because that means str 3 vs t 6 which is not good. Vargheists are looking like a good option but will still only be str 4 vs a frosty. Im thinking of adding the 3rd vamp into the BK bus and perhaps bringing flying...
I have been battle testing and working on a 2400pt tournament list.
My main hammer is a unit of 13 Black Knights with a vampire lord and vampire BSB and the unit has +1 movement banner.
Now I was running 2 TG on each flank of the bus. However these just became huge cannonball and spell...
I have been experimenting with a dual necro engine list with a casting vamp lord with 2 baby vamps using lore of beasts.
In this scenario i find the earthing rod quite valuable as a counter measure against the necro engine tome.
Other than this scenario I never seen any reason to bring it...
I have ran potion of strength with a double handed weapon build. Str 10 attacks for one turn works wonders against large toughness beasties or 1+ armor. Empire steam tanks, skaven furnace or bell, juggernauts of korn are just a couple good targets. However, even then i run the OTS on another...
Would be kinda funny with invocation because if the IF caused a wound to you; you would then get to heal that wound. Which i think is not the raw or the intent.
I have to agree 100% with Vipoid.
one 6 diced purple sun and shows over.
However the look on your opponents face when he first lays eyes on it (priceless)
In a 2400 pt game I run in 13 black knights FC with +1 movement banner.
Vampire Lord
LvL 2 caster (LoV)
Barded Nightmare
Great Weapon
Heavy Armor
Nightshroud
Talisman of Preservation
The Other Trickster's Shard
Beguile
Quickblood
Red Fury
Vampire
LvL 2 caster (death)
Army Battle Bearer...
A BK bus should do so much damage that 3 ranks should be all you need to break steadfast.
And I have played around with GG and the fact is that they are only good with a double handed wep and the 5+ save left them is not any good whatsoever because of str modification from your opponent. You...
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